You can proceed directly to the Web Login from here.
The following information is designed for Users both new and old. Please give me feedback to let me know how to improve this information. If you see errors, if you have ideas for ways to more concisely or clearly explain something, if you don't understand how something is presented, or if you know of things that SHOULD be explained, but are not, please send email to Myth.
Hesperian is a text-based, multi-user virtual environment. That means that there are no pictures nor buttons, just words. It also means that many people can use Hesperian simultaneously. We frequently have dozens of users online with no noticeable lag. Hesperian has thousands of rooms, thousands of items, hundreds of monsters & NPCs, and dozens of Users.
There are many options. Let's start with the simplest.
Once you are connected via the Web Login,
MudMaster, tkMoo,
or telnet (which sucks, but is
easy), just type in the following,
substituting your Hesperian Username and your Hesperian password:
connect Username password
For example:
connect Tomas thardferr
If you need to create a NEW User, see Creating a new character.
I've set up a guest user with Username Tomas and password thardferr. To connect with him, use:
connect Tomas thardferr
Immediately after connecting, you'll be prompted to enter your actual name, though you'll be connected as Tomas.
It's pretty simple to create a new login. And, it's now simple to have that login
promoted from Guest status to Thardferr Player. DMs can still do this via
point wand at guestuser
to promote that guest user to a Thardferr Player. For example:
point wand at hexolx
would promote Hexolx to a Thardferr Player. The point function
has no actual effect on anything other than a Guest.Well, this isn't always strictly true...
If you choose to use the @create command from the main entryway, you'll find yourself in
the "Login Room", with a choice to go west or east. Choose
east. The people to the west are NOT Thardferrians... they are vaguely aware that I'm running my
campaign on Hesperian. They are not there to answer questions. :) One of the stipulations for us USING Hesperian is that
we not bother the inhabitants overly. Think of them as benign but preoccupied deities, and PLEASE don't ask if Myth's around,
or how to do stuff. I've put in "a stairway leading down and east" in the Lobby, so
if you find yourself there, type:
down
to get to the Game room, and then wander about. You can talk with other connected
users. If you get stuck somewhere, I suggest that you
disconnect, wait 5 or 10 minutes for your char to be reset, and recreate (or just use the Tomas login, above.)
You can also try to page Myth for help, or ask
on the OOC Channel.
If you create a new character, follow the instructions above to change from Guest to Thardferr Player. You can explore as a Guest, but won't have the Thardferr-specific commands available to you, and five minutes after you log out, the login will be recycled.
You are a User, or possibly a derivitive thereof such as a Builder or a Programmer. You get information from Hesperian as text (words) and you give information to Hesperian in the same manner. For the purposes of Mircanum, you are also either a Player or a Dungeon Master.
Possibly
nobody, and possibly dozens of people. They may or may not be involved in
a Game. It's polite to find out if other Users are In-Session before
starting up a conversation that might distract them from their Gaming. To
find out who is connected to Hesperian, use the @who command. Simply
type:
@who
This will show you who is connected, how long they've been idle, and where they
are. For example:
-- Connected Thardferr Users (3) ----
| Name | On for | Idle | Location |
| Myth | 7 hrs | Myf's Room (Thardferr) | |
| Mageblood | 6 hrs | 43 mins | MB's Basement (<Creation>) |
| Aeron | 1 hr | 1 hr | the Bard's Corner (Thardferr) |
Idle time is the length of time since a User has processed a command. If they've been idle for more than 5 minutes, they show up as "zoned" when you look at them. If they've been idle for longer than about 20 minutes, they show up as "long gone" when you look at them.
Your login falls asleep. After 5 minutes, if you've not reconnected, the housekeeper moves it to your "home" location. If you have no home, you go to the Body Caves. The fate of your physical body depends upon the room you drop link from. In most rooms, you'll simply be carried off by the housekeeper. In some rooms, more grisly fates await the sleeper. Regardless of what happens, your physical body and all your possessions are stored safely until you return, at which point you wake up in your "home". (Those without a home wake up in the Crypts.)
I am Myth. I ran games on Hesperian as a Thardferr DM since early 1999. When WebRPG proved incredibly unreliable and lacking in advanced features, I asked my ex-roommate, Brad, if I could run games on Hesperian. Since then I've sunk many hundreds of hours into coding lots of neat stuff for Hesperian's use as a Thardferr Gaming platform. In June of 2006, I decided to go ahead and invest the ~300 hours of upgrading to convert Hesperian's code over from Second Edition, to 3.5e. I'm also an Admin on Hesperian, which means that I'm responsible to keep the Users from annoying others or abusing things. I'm kind of like a Traffic Cop with Freddy-Krueger-like powers and a Godwand, as well as a smattering of the playground bully mixed with the Thing under your bed.
Simply put
a " before your words, or type out "say " before your
words. For example:
"Hello, there.
or
say Hello, there
Either would result in the following output to the room you're in, if your name is Myth:
Myth says, "Hello, there."
Either put a
: before your emote (no trailing space after the :, just start the emote) or
type out "emote " before your actions. Use punctuation... it
adds realism. To emote "Myth smiles happily."
I would use:
:smiles happily.
or
emote smiles happily.
There are
two types of whisper. One is called "paging" and reaches any
User, even in another room. But for In-Character whispers, use:
whisper text to target
For example:
whisper Can ye loan me 5 golden crowns? to gaiden
You and Gaiden would see the whisper, the rest of the room would see: "Myth
whispers to Gaiden."
Those with spies in your room can also see you, and if your room is being scried by Observatory, anyone there can see you, as well.
You can use directional says to anything in the same room you're in. If you're in a room with Myth, you can use:
'myth Hello!
If your name is Bill, the following would be the output: Bill (to Myth) exclaims,
"Hello!"
You can also use directional emotes in much the same manner:
'myth :waves.
If your name is Bill, the following would be the output: Bill (to Myth)
waves.
You can target multiple objects by separating them by a comma with
no space. For example:
'myth,barkeep I'm an elf fighter. Can I join your group?
If your name is Rand, the following would be the output: Rand
(to Myth and Barkeep) asks,
"I'm an elf fighter. Can I join your group?"
You
automatically speak and understand your racial tongue and common. For
humans, the "racial tongue" is SlangSlang is a carryover from Thardferr. I love it, so I left it. Sue me. Common is what is spoken
when you type something after a ". You can adjust your additional
languages by asking Myth, "Hey, Nazi Dictator of Cruel Capricity, could you teach me to speak Swahili?" Assuming
Swahili is a valid language (it isn't) and Myth is in a good mood (he ain't), he'll add the language to your login and from then on you can speak and understand it. If you understand a
language, you'll get a translation following the comment. For example, if
I spoke in elven, everyone in the room might see:
Myth says, "Flyy'rylm ylith frlyth."
If you spoke elven, you would ALSO see:
Myth says in elven, "Languages are sweet."
Some languages are not apparent as such, and some can be understood somewhat. For example, thieves' cant uses subtle gestures rather than speech. And Slang (Myth's all-time favorite language) can often be deciphered somewhat even if you do not speak it.
To speak a
language, use the name of the language as the command. For example:
slang Look, buddy, I'm not going to pay 300 crowns for that suit of armor.
elven Let us all hold hands and hug this tree, while singing happy songs.
goblin Look at those ridiculous elves, singing. Let's burn the stupid
tree.
Currently existing languages include, but are not necessarily limited to:
Slang actually maintains a dictionary of common words and checks to see if each word has a Slang translation. If not, a gibberish Slang word is generated, and the unrecognized word is stored so that Myth can add it to the Slang dictionary, later. :) I love Slang.
Only those who are the most experienced and comfortable with Hesperian. I wouldn't try to learn all of this at first... master the SAY and the EMOTE, and get comfortable with those, first. You'll likely see examples of the other things later, and you can always ask others how to do it then, or show yourself to have some initiative and come back and review this page. :)
If you don't use all of the complex interaction tools, it's perfectly fine. They're provided for your convenience; they're not obligatory. When you want them, they'll still be there. Until then, there's nothing wrong with focusing on the basics.
A page is
an OOC whisper that isn't confined to a single room. To page, use -, or
type out "page person with " and then the message. For example:
-myth Are you here?
This would page Myth with: [from Game Room] Bill asks, "Are you here?"
All pages are secret from anyone except you and the user you page, and all pages follow the format
"[from ROOMNAME] SENDER says,
"MESSAGE""
You can multi-say or multi-page by including additional users separated by a comma. For example:
-myth,bill Can you both hear me?
Yes, they both can. :)
If your name is George, and you type:
'myth,bill Will you two follow me? Everyone else, stay here.
The room will see:
George (to Myth and Bill) says, "Will you two follow me? Everyone else, stay here."
Most DMs have their own channels, as well, and there are other channel uses that you may have, in addition.
1. A spy. All DMs can control spies, and some Players can do so, as well. Spies can become invisible and travel invisibly, and a spy relays all that a User would see or hear to their master.
2. An invisible Player or DM. This works much like a spy.
3. All pages from Player to Player are logged. DMs can view these logs. This is to make it harder for Players to abuse OOC information.
4. The Observatory can be directed to any room, and anything that happens in that room will appear to happen in the Observatory, as well.
5. Myth can "snoop" a login. The means that he will see every line that login enters. He frequently snoops new logins to help point them in the right direction when they're learning Hesperian. Myth can snoop any login, however, should he feel that there is reason to do so. DMs are informed when they are snooped, Players are not. If DMs request snoop functionality, it'll likely be given to them for their own Players, only.
It's probably just a squirrel. Turn your back to the sound and ignore it, especially if it's accompanied by loud breathing or snuffling noises.
You log in
to your "home" location. If you have no "home" set,
you log into the Crypts. In general, every location that you can occupy
while connected to Hesperian is a single room, usually connected to other rooms.
To see the room you're in, type:
look
or
l
When you look at something, and get the response "You see nothing special", it means that the object has not yet been described. Descriptions are cool, and add much spice to RPing on Hesperian. To describe you or any of your items takes a TINY little amount of time for Myth to do. Please take the time to ICQ or Email him and request a description, or just describe it yourself. (Note: Please INCLUDE the desired description in the ICQ/Email. Not just, "Myth, please describe me." It's not my job to make up your descriptions. ;)
Sometimes you'll see [brackets] around a word in a description. This is an embedded description. It works much like a separate item in that you can look at it. For example, suppose find a sword with the following description:
a sword
This fine blade has a single [ruby] set into the hilt.
You can type:
look ruby on sword
to get additional description, for example:
This egg-sized gemstone is cut in a thousand facets, and it sparkles with its own internal energy.
I claim it's real in a virtual sense, but my shrink has problems with this. But, since I have secret suspicions that my shrink isn't really a beautiful woman, but is really a bald, male gnome illusionist, I don't put much value in her council. (Other people say that since I RP her, this invalidates any psychological help she may offer, as well, but they just don't understand us.)
It's pretend, but there are times when it's pretty important to those of us who Game on Hesperian. It's often hard to tell when others are kidding around and when they're serious, but be aware that sometimes the other people online are serious or angry or upset, and try to be polite and supportive.
IC means In Character. Most things about your character and possessions really should stay IC. It's hard to Role-Play with Bob the Mage, who wears spandex platemail and swings around a fake Godwand. Such things are OOC: Out Of Character. They're funny and entertaining, but when Gaming, they need to be put somewhere. Get a pack to keep them in, or leave them in your room.
DMs can turn the IC on or off. When the message pops up indicating that you're now IC, please speak only as your character would speak, and do as they would do. It's very frustrating to be Role-Playing and have someone in the room cracking jokes. If you wanna crack jokes, use the ChitChat channel. That's what it's for.
Also, keep OOC knowledge separate from IC knowledge. If you're watching from the Observatory and you see that Walice didn't perish in the bottomless pit, make VERY sure that your character doesn't act on this OOC information. Some DMs are lax and some are stringent... in the immortal words of Walice, however, "Myth is a jerk." ;)
First of all, look here. If the answer isn't here, or the answer here isn't enough, PLEASE send an email to Myth so that I can write better help. But you can ask on a channel for help, ask friends who are logged in, or ask Myth. I'd suggest asking others first... I've only got so much time to spread around, and if it's something someone else can help with, that's a load off of me. But I'm certainly willing to help as much as I can.
Another great resource is Asperin. That elf knows a great deal about Hesperian, and he'll probably help you out if he's around. Use @who to see if he is.
On channels, the ChitChat area is PG-13. If the language/subject offends you, you can easily turn off the channel. On any other channel, please keep the conversation polite unless you're confident that nobody will mind. If people complain, Myth will very quickly yank your channel privileges.
Myth is the guy who's modified Hesperian heavily to allow it to support Thardferr (and now Mircanum) gaming. He's an Admin, and he's responsible for all aspects of Hesperian which concern Mircanum. Hopefully he's responsible in this role, but if he's not... that's too bad. He has no wish to be the Dark Tyrant of Mircanum*, and he'll do all that he can to be fair. But, he's just a person. Mircanum-on-Hesperian is Myth's project, and he's got sole control of it. Dat's just Da Way It Is.
*This isn't strictly accurate, actually. You are in
a unique location. Other Users or objects may also occupy it. If you
"look" you will see the room name. To see the unique name, you
can do a variety of things. The easiest is probably:
@exam here
This tells you a lot of information, but the first line tells you the unique
name:
Object (@rename): a plush room ($myth_room)
You can also see where everyone who's connected is at, with @who.
You could also type:
look me
or
l me
I can get you a Session with my shrink for a few gold pieces, and if you let me listen in, I'll even pay for it. But, it PROBABLY just means that either there's a DM screwing with you, or the fuzzy line between reality and fantasy has finally broken for you and you'll soon be happily RPing within your own mind even as the men in white coats haul your drooling, gibbering form to the Funny Farm.
Just wear
them. For example:
wear platemail
wear boots
wear backpack
To remove
them, you can just remove, or drop. For example:
drop platemail
remove backpack
You CAN
attack with your bare hands, if you wish, with:
attack target with hands
To attack
from behind, just tack on a "from behind". For example:
attack protector with dagger from behind
attack $monster_2 from behind with $sword_myth
DMs will see full combat stats. You'll see your TH roll and what you roll, and the defender will see their AC. If you hit, both you and the defender will see how much damage is dealt.
Note: Hesperian supports Critical Hits, per the 3.5e rules. DMs are also informed of critical failures or critical hits.
All spells have abbreviated forms. Detect Magic can be cast as det mag, for example. It can also be cast as "DM". The abbreviated form can be used for casting or memming..
Two, but don't ask me how they got in there.
That means that it's referring to the object's Unique Name. Every object on Hesperian has a unique name, and can hold Variables, Code, and Commands. Myth's unique name is $user_myth. The Game Room's unique name is $game_room. Your sword's unique name might be $longsword_bob.
Aliases
don't show up via inspection, but they still refer to the object. If you
want to be able to treat your "longsword" as a "sword", you
must first:
@rename longsword to a longsword,sword
All objects after a comma (with NO SPACE) are added as aliases. So, you
could:
@rename longsword to a longsword,sword,luckblade,blade,lucky
Then you could "wield longsword", "wield blade",
or even "wield lucky".
Be careful with aliases... they'll clash with other objects. The sword above would clash with "a blademaster" as well as "a lucky coin".
If you want to [embed] descriptions, awesome! But it's confusing, and a lot easier to explain in person. Ask Myth for some help.
If you
wanted to paste, say, backlog to another character, you can do so with a
targeted @paste:
@paste jonas
Jonas dies.
<OOC> Myth says, "That sucks, dude."
An orc Monitor leader finishes cutting out Jonas' heart, and takes a big, happy
bite from it.
The Monitors gather around and butcher Negga Kang, Jonas' dog.
The entire party is beaten senseless and thrown in jail.
.
The above example was just an EXAMPLE, of course... such cruelty could never be expected from a DM.* ;)
*Sorry, Jonas.Again, yup. All of these commands are the "basic" commands available to all Users. Builders have even more abilities, as do Thardferr Users... abilities to @make things, abilities to @dig new rooms, abilities to @suckup to Myth, and even more. Then there are Programmers, with Code abilities, and the power to evaluate on objects and fire methods off directly. Get the basics down, and don't bite off too much. Familiarity with the basics is vital to being comfortable with the advanced features. If you've not mastered the @describe command, embedded descriptions are going to drive you nuts. :)
An object is any single thing on Hesperian. Every single Object can have
up to 3 names*. They all have a numeric name that you'll never have to deal
with, unless you get into some pretty advance Programming stuff. They also
each have a $unique_name. This is the best way to think of an object, as a
$unique_name. I am $user_myth; an object.
*Plus, some aliases!
Objects that have $has_name as a parent also have a "common name" and possibly aliases.
For example, $user_myth is an object with 2 parents, $admin and $thardferr_dm. $admin is a child of $programmer, which is a child of $builder, which is a child of $user. So... Myth is an Admin, which subsumes Programmer, Builder, and User. Myth is also a DM, which subsumes $thardferr_player.
Almost everything in Hesperian is an object. Objects can have code on them; that's what Programmers manipulate. Objects can also have variables on them.
For example, $user_myth has code called $user_myth.description(). This is the code that tells you Myth is wearing your soul. It also tells Myth when you look at him. Myth's description is generated by code on the $user_myth object.
$user_myth also has variables, such as "class_1" (currently set as "Bard", but it changes frequently as he tests things), "HP_max" (currently 100), and race. (currently "DM").
Other objects, if they've got appropriate privileges, or code (if the object the code is ON has the appropriate privileges). Meaning that $user_myth, as a child of $admin, has the privs required to affect almost any object directly. DMs can affect most objects with DM commands or Godwand commands.
It's a three-tiered deal. It goes, "Myth" then "DMs" then "PCs". But DMs who abuse their powers will answer to Myth, and if Myth abuses his power, he answers to... well, basically... his mom.
He's in charge by default since he built most of this stuff. :)
I need more ideas on what needs detailed. Send 'em to me.
See the above topic. :)
A $sheet is an object that is a part of every Thardferr Player, Thardferr DM, and Monster or NPC. It stores nearly all AD&D-based statistics, such as:
HP
Maximum HPs
Level, Class Name, XP, and XP needed in 1, 2, or 3 classes.
Race
Skills and Feats
The $sheet portion of you also handles things like Combat and auto-calculation of various statistics, such as Armor Class. Whenever your AC is requested, your $sheet looks at lots of things: your worn armor, your dexterity, the lighting in the room, who's attacking, your feats, and lots of other stuff. It generates your current AC versus a certain attacker. Are you invisible or in darkness and being attacked?... the $sheet detects this and modifies your AC accordingly. Are you being attacked from behind? Do you have spells affecting your AC? A multitude of questions like this go into each AC query.
Since Monsters and NPCs have a $sheet portion, they can store these variables, as well.
Examine yourself. Like so:
exam me
This will
give you your description, and then a host of information about yourself.
In addition, it'll prompt you for details that you haven't yet set, such as
Race, Level, Class, Maximum HPs, etc.
You don't, unless you're a DM. DMs can examine any Player or Monster or NPC's sheet, and get a full data dump. Players examining another Player or Monster will get a bit of additional information, but nothing like a full sheet dump.
To edit your sheet, simple enter:
@sheet
DMs can
"@sheet target" and edit that target's information, so if you find
that you can't edit things like XP, maximum HPs, level, or other "DM-only
fields" on your sheet, ask any DM to @sheet you.
You, a DM, or a well-trained Programmer who has Write privileges to you. Nobody else. By the way, I'd not advise giving Write privileges on yourself to anyone unless you remove those privileges soon afterward.
This list changes weekly as Myth adds new functionality. Sorry; too hard to keep a list. Experiment!
You can view your current funds with:
@funds
This also provides a breakdown of the monetary conversions. To make change, spend one or more of the more valuable coins and earn some of the less valuable coins. THIS IS YOUR RESPONSIBILITY TO DO! Please don't ask your DM, "How many silvers is that?" He's got a bjillion things he's trying to do... have the courtesy to @funds for yourself, and save him the trouble.
DMs can choose to "@funds target". For example:
@funds devyn
To spend coins, just @spend amount cointype. For example:
@spend 20 gp
@spend 1 sp
You CAN spend more than you have, so if you go negative, either make some change, or inform your DM that you lack the funds for what is required.
To EARN money, spend negative amounts. For example:
@spend -12 pp
@spend -300 cp
Your DM is informed of your expenditures and earnings.
When DMs @spend, they're prompted for which Thardferr Player they wish to spend with.
Hey, gimme a break. I started coding on this with a bare-minimum knowledge base, and other than a handful of questions like, "Ahhh! How do I inherit commands without clashing?" asked of the Cold C gurus, I've had to figure everything out myself. Without graphics, it's a pain. Maybe someday I'll spend a few hundred hours on a GUI, with graphics, sounds, colors, and a nice, friendly point-and-click interface. But until then, we're stuck with what we've got.
If it's any consolation... I see 3x to 4x as much garbage as you see. Not only do I get DM feedback, I also get Admin feedback. So if someone in your room casts a spell or make an attack, you get a few lines. I get 2 pages or so of text, sometimes.Each $weapon stores the following information:
List outdated; removed. If you are actually curious, let me know! I'll happily fill this in!
Each $armor stores the following information:
List outdated; removed. If you are actually curious, let me know! I'll happily fill this in!
You can view a Weapon's damage statistics by holding it and examining it. A DM can view all other fields by examining the weapon or armor.
Yes! Go to the $game_room, wield
a weapon, and whack on the gnoll to your heart's
content. If you lack a weapon, you can attack him with your hands.
To get healing if he counter-attacks:
touch disk
Just wield both weapons, currently. Eventually, there'll be better support for this.
You'll need to inform Myth what special attack you wish to utilize, and until it's added, ask your DM to calculate your special attack adjustments.
When you attack, you'll be prompted to emote either a hit or a miss. PLEASE take the opportunity to do so. I encourage all DMs to withhold XP from combatants who do not emote their attacks. When you see a User or Monster/NPC attack, please give them a moment to emote their attack, before you cut them off with your response. If you notice an NPC or Monster that isn't emoting attacks, remind the DM that it adds a lot of realism and Role-Playing if attacks are emoted.
The DM handles Initiative with a God Amulet. When a round begins, your
initiative is rolled and calculated. Your dexterity and Improved Initiative Feat are all included in this calculation. On your turn (running from the highest init to the lowest) you need to be prepared to tell your DM your actions. If
you wish to enter combat, it's a good idea to tell your DM just BEFORE your initiative, if possible, just so that they are prepared to handle your combat.
If you have
more than one action per round, take them all on your init unless you notify the DM of alternate plans (such as "delay").
You can modify your initiative with:
@init
A DM can
alter your initiative, as well, but he's probably very busy and would appreciate
if you'd handle it yourself. To see what initiative you're on, look at yourself.
Because I'm so clever.
Some spells require targeting. Some do not. If they do not, it does
NOT hurt to target them. To target a spell, cast it "at
target". For example:
cast magic missile at orc
rather than just
cast magic missile
If a target requires a target, such as Magic Missile, and one is not provided,
"the target" is inserted. For example, the output from
"cast magic missile" might be:
Myth makes obscure gestures and chants in an unknown tongue, and suddenly three bolts of blazing white energy leap from his fingers and smash into the target.
while the output from "cast magic missile at orc" would be:
Myth makes obscure gestures and chants in an unknown tongue, and suddenly three bolts of blazing white energy leap from his fingers and smash into
a large orc.
Some spells have "actual" Game effects. An example is Cure Light Wounds. If a Priest casts Cure Light Wounds at a PC, NPC, or Monster, it'll heal a random amount of damage. Another example is Invisibility. A Wizard can cast Invisibility at a PC, NPC, Monster, or Thing, and they'll become invisible.
Don't be silly. Who would ever code a feature that enables Players to @suckup to their DMs?
Attempt a Saving Throw with:
@save saving-throw-type
For example:
@save Fortitude
You may need to make Saving Throws that only your DM can see.
You can make a save "to DM" and your DM will see the results, but you
will not. For example, if the DM requests you to make a ST vs. Spell to
him, you would:
@save will to DM
You may
also make Saving Throws with a bonus or penalty. By adding a "at
(adjustment)", you can do this. For example, to make a Reflex Save at +4:
@save ref at +4
To make a Reflex Save at -6 to your DM:
@save ref to DM at -6
Attempt a
Skill check with:
@check skillname
For
example, to make a Spot Check,
you'd type:
@check spot
You may need to make
Skill check that only your DM can see, or with a bonus or penalty.
Exactly as with Saving Throws, you can make a check "to DM" and your
DM will see the results, but you will not. You can also make a check
"at (adjustment)". For example:
@check spellcraft at -4
or:
@check swimming to DM at +2
Ability checks are called exactly
like Skill Checks:
@check abilityname
So, to make a Wisdom check, you'd type:
@check wisdom
You can
roll Ability checks with a bonus or penalty, and you can also make them to your
DM. To do so, include a "at (adjustment)" or a "to
DM". For example:
@check wisdom at +4
or:
@check wisdom to DM at -2
There are two built-in ways for a Thardferr Player to roll dice. First,
you can @roll dicetype. The dicetype must follow the format of #d#, and
can include +#. For example, the following are all valid rolls:
@roll 1d6
@roll 2d4
@roll 3d4+3
@roll 1d20-8
You can also roll dice Secretly. This lets you and your DM know what
you've rolled, but not the room. To do this, just add an "s" to
the command. For example:
@sroll 1d20
Your DM will be informed of your @roll if he's in another room, and if you @sroll. Your sheet also stores your dice rolls, so if you decide to cheat with an emoted roll, be prepared to suffer heavy consequences.
Your User login has the ability to store and view Notes. Editing Notes
isn't really supported yet, although you CAN clear them and re-enter them.
You can note anything you wish, and nobody other than Myth can read the
notes. You can jot down email addresses, URLs, Game notes, the phone
number of the cute blonde you met at lunch, whatever. They stay there
until you clear them out or your login is destroyed. To view your notes,
use:
@note
To clear your notes, use:
@note clear
And, to add a note, use anything else, such as:
http://www.puremagic.com/~scott/player_history.html
@note Found a sack full of gem-studded mouse skulls in the worg lair.
@note Myth: 1-900-DMSLUTS
As it's needed. I spend hours writing this junk. If nobody's reading it, I might as well be teaching the pansy Protoss a thing or two about Hydrolisks. :)
If you DO read this, please do me a favor... page Myth on Hesperian and tell him, "Hey, Big Daddy, I read the Hesperian help page." If I get a few people using these pages, I'll be about a bjillion times more likely to continue to work on them. Thanks!
Uncle Mythy, 02/06/07*
*My last update to this page was 02/22/01. It's been a few days less than SIX YEARS! Wow. Hesperian has many features that aren't
yet approached here. To get a blurb
on these features, enter:
read $technical_blurbs_hesperian
You can
also get help on other topics, such as:
read $rules_make
read $rules_build
read $rules_spells
This page was last edited: 02/06/2006 4:34 PM